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High Technology Cost
Low Starting Resources
Good Home Planet Value
1 Number of Starting Planets
All player home planets the same size
Evenly distributed through the quadrant Empire Placement
Player can view scores of all allied players
None Technology Points for new Players
5000 Racial Points for new Players
Generate random computer controlled Empires
Medium Number of Computer Players
High Computer Player Difficulty
None Computer Player Bonus

Players start with sight of their entire home solar system and require sensors to see at a distance.
Low Event Frequency
Low Maximum Event Severity
20000 Maximum Units in Space per Player
5000 Maximum Ships allowed per Player
Players can give Gifts
Players can give Technology through Gifts and Trades
Players can completely surrender
Players can conduct Intelligence Projects

No exploration ten turns into the game - two scouts would have fit into the wasted turns.

Before Unit Weapon Mounts are available, the Weapon Platform (S) design is of dubious utility, as Missile Weapon Platform (S) is vastly superior.

Before Troops 2 is available, the Troop design is useless as Small Troop is clearly superiour and meaningful diversification is impossible due to space constraints.

New colonies should probably build their token defense first and then start with facilities.

The AIs choice of Colony Type is poor: 1st Colony could have been the Research Compound, with Organics so overproduced, 2nd Colony could have been a Mining Colony, as Minerals demand will rise much faster than Organics demand.
... Could have been an Intelligence Compound or Military Installation too. Mayhap a Resupply Base to free one facility slot on the valuable homeworld.

Ordnance Storage is not needed, as the weapon carries enough for 50 shots - plenty for one battle. Leaving out the Light Armor and Combat Sensor would have allowed for another Large Suppy Storage and thus 1000 supplies or 50 hexes more range.
Even just swapping the Ordnance Storage with a Suppy Storage would have increased the range by 12 hexes.
Only replacing the Combat Sensors would have yielded 25 hexes - and this thing is after all not supposed to fight, only able to.Back to top

* - You told me, a ship could only survey a known system and thus would have to wait one turn after entering an unexplored Warp Point; I told you, I have seen ships warp and survey the newly discovered system within the turn...
This just happened.
Ideally, it should always happen!

Summary:

One of the worst starts I ever witnessed. And this in Paradise, with infinite resources!

Base yards were empty when they should have produced Scout Ships and resources were available aplenty.

Surprised that Brown Dwarfs are in Paradise - they are definitely an AI-unfriendly kind of system, especially when they do house one or two "Rock Tiny none" planets.
... Well, a "Rock none" empire would not have problems with that, I suppose.

Number of unit builds - especially ground units - seems to be excessive.

Satellites without even a Satellite Layer design let alone a ship?

Unused bases are not mothballed when it would have been perfectly sensible to do so.Back to top

It was long ago when I added the "cheat" to allow for a warp and scout order stack. Theoretically this should happen all the time there's movement points left.

It looks like I'll have to add some modifiers for low resource starts... the perceived organic shortage certainly messed things up.

There is benefit to having troops built but some of the other units could probably wait until another race is discovered. Sat layers won't be designed until a race has 50 facilities (can't remember why I put that in specifically) and has made first contact with at least one race.Space Empires Depot | SE:V Balance ModBack to top

A recession, fancy that. Created by unit-overproduction during a time without colonisation possibilities due to too few available scouts.

This, of course, makes the single Missile Ship (S) build seem even more nonsensical.

Even when an abundance of expansion opportunities had been surveyed, there was no push to exploit them: The homeworld wasted one turn's spillover production when it added a Colonizer (Rock) into the empty queue, in the last turn the queue even stayed empty!

Although the resource situation may have prompted this behaviour, neither the idle base yards nor the defense base were mothballed, which would have been perfectly acceptable (No other races met yet!) and helped at least a little.

Again questionable choices by the AI in several instances:

A huge Resupply Base? Really?
When a Resupply Depot was added to 5th Colony, the one already in queue of 4th Colony (same system) was needlessly retained, which not only consumed a valuable facility slot but also delayed the construction of its Space Yard by 3 turns or 60%.
6th Colony should have been established on target 1 or 6, both eligible to fix the Radioactives shortage. Instead an unnecessary Military Installation with exactly one facility slot was chosen.
A tiny wrong-atmosphere planet is really not the place for a Space Yard.
Building a Space Yard when all space yard queues are empty is counter-productive.

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